示例#1
0
 //Initialize bones
 public void InitializeBones()
 {
     leapMetacarpal   = new LeapBone(finger.Bone(Bone.BoneType.TYPE_METACARPAL));
     leapProximal     = new LeapBone(finger.Bone(Bone.BoneType.TYPE_PROXIMAL));
     leapIntermediate = new LeapBone(finger.Bone(Bone.BoneType.TYPE_INTERMEDIATE));
     leapDistal       = new LeapBone(finger.Bone(Bone.BoneType.TYPE_DISTAL));
 }
示例#2
0
    private char DoASLTest_B(Leap.Hand hand)
    {
        float fingerThreshold = 1400;

        Leap.FingerList fingers = hand.Fingers;

        Leap.Finger pinky  = fingers[(int)Leap.Finger.FingerType.TYPE_PINKY];
        Leap.Finger ring   = fingers[(int)Leap.Finger.FingerType.TYPE_RING];
        Leap.Finger middle = fingers[(int)Leap.Finger.FingerType.TYPE_MIDDLE];
        Leap.Finger index  = fingers[(int)Leap.Finger.FingerType.TYPE_INDEX];
        Leap.Finger thumb  = fingers[(int)Leap.Finger.FingerType.TYPE_THUMB];

        Vector3 pinkyPos  = ToVector3(pinky.Bone(Leap.Bone.BoneType.TYPE_INTERMEDIATE).NextJoint);
        Vector3 ringPos   = ToVector3(ring.Bone(Leap.Bone.BoneType.TYPE_INTERMEDIATE).NextJoint);
        Vector3 middlePos = ToVector3(middle.Bone(Leap.Bone.BoneType.TYPE_INTERMEDIATE).NextJoint);
        Vector3 indexPos  = ToVector3(index.Bone(Leap.Bone.BoneType.TYPE_INTERMEDIATE).NextJoint);

        if ((pinkyPos - ringPos).sqrMagnitude < fingerThreshold &&
            (ringPos - middlePos).sqrMagnitude < fingerThreshold &&
            (middlePos - indexPos).sqrMagnitude < fingerThreshold)
        {
            return('B');
        }
        return(INVALID_ASL_LETTER);
    }
        // Return true if the finger and the thumb's tip are near.
        private bool IsNearFromThumb(Finger finger, Finger thumb)
        {
            Vector fingerBase = finger.Bone(Bone.BoneType.TYPE_METACARPAL).Center;
            Vector baseToFingerTip = finger.TipPosition - fingerBase;
            Vector baseToThumbTip = thumb.TipPosition - fingerBase;

            float distance =
                baseToFingerTip.Cross(baseToThumbTip).Magnitude / baseToFingerTip.Magnitude;
            return distance < 40F;
        }
        private void setFingerBasePositions_Relative(Hand hand)
        {
            Leap.Finger index  = hand.Fingers.Where(f => f.Type == Finger.FingerType.TYPE_INDEX).FirstOrDefault();
            Leap.Finger middle = hand.Fingers.Where(f => f.Type == Finger.FingerType.TYPE_MIDDLE).FirstOrDefault();
            Leap.Finger ring   = hand.Fingers.Where(f => f.Type == Finger.FingerType.TYPE_RING).FirstOrDefault();
            Leap.Finger pinky  = hand.Fingers.Where(f => f.Type == Finger.FingerType.TYPE_PINKY).FirstOrDefault();

            IndexBasePos_Relative  = new Vec3(HandTransform.TransformPoint(index.Bone(Bone.BoneType.TYPE_METACARPAL).PrevJoint)) / FingerLengths[Finger.FingerType.TYPE_INDEX];
            MiddleBasePos_Relative = new Vec3(HandTransform.TransformPoint(middle.Bone(Bone.BoneType.TYPE_METACARPAL).PrevJoint)) / FingerLengths[Finger.FingerType.TYPE_MIDDLE];
            RingBasePos_Relative   = new Vec3(HandTransform.TransformPoint(ring.Bone(Bone.BoneType.TYPE_METACARPAL).PrevJoint)) / FingerLengths[Finger.FingerType.TYPE_RING];
            PinkyBasePos_Relative  = new Vec3(HandTransform.TransformPoint(pinky.Bone(Bone.BoneType.TYPE_METACARPAL).PrevJoint)) / FingerLengths[Finger.FingerType.TYPE_PINKY];
        }
		/*--------------------------------------------------------------------------------------------*/
		public void Rebuild(Finger pLeapFinger) {
			if ( pLeapFinger == null ) {
				IsAvailable = false;
				Position = Vector3.zero;
				Rotation = Quaternion.identity;
				return;
			}

			Bone bone = pLeapFinger.Bone(Bone.BoneType.TYPE_DISTAL);

			IsAvailable = true;
			Position = pLeapFinger.TipPosition.ToUnityScaled();
			Rotation = LeapInputMenu.CalcQuaternion(bone.Basis);
		}
示例#6
0
        private void DrawFingerBones(Leap.Finger oFinger, InteractionBox interactionBox,
                                     DrawingContext drawingContext)
        {
            Bone bone;

            foreach (Bone.BoneType boneType in (Bone.BoneType[])Enum.GetValues(typeof(Bone.BoneType)))
            {
                bone = oFinger.Bone(boneType);
                Leap.Vector startPosition = interactionBox.NormalizePoint(bone.PrevJoint);
                Leap.Vector endPosition   = interactionBox.NormalizePoint(bone.NextJoint);

                Point  posStart = this.ToScreen(startPosition);
                Point  posEnd   = this.ToScreen(endPosition);
                double dX1      = posStart.X;
                double dY1      = posStart.Y;
                double dX2      = posEnd.X;
                double dY2      = posEnd.Y;
                drawingContext.DrawLine(new Pen()
                {
                    Brush = new SolidColorBrush(Colors.Blue), Thickness = 1
                },
                                        new Point(dX1, dY1), new Point(dX2, dY2));

                Pen oPen = new Pen();
                if (boneType == Bone.BoneType.TYPE_PROXIMAL)
                {
                    drawingContext.DrawEllipse(new SolidColorBrush(Colors.Gold), oPen, new Point(dX1, dY1), 6, 6);
                }
                else if (boneType == Bone.BoneType.TYPE_METACARPAL)
                {
                    drawingContext.DrawEllipse(new SolidColorBrush(Colors.Black), oPen, new Point(dX1, dY1), 6, 6);
                }
                else if (boneType == Bone.BoneType.TYPE_INTERMEDIATE)
                {
                    drawingContext.DrawEllipse(new SolidColorBrush(Colors.DarkGreen), oPen, new Point(dX1, dY1), 6, 6);
                }
                else if (boneType == Bone.BoneType.TYPE_DISTAL)
                {
                    drawingContext.DrawEllipse(new SolidColorBrush(Colors.Red), oPen, new Point(dX1, dY1), 6, 6);
                    drawingContext.DrawEllipse(new SolidColorBrush(Colors.Red), oPen, new Point(dX2, dY2), 12, 12);
                }
            }
        }
示例#7
0
 public SerializableFinger(Finger f)
 {
     Type   = f.Type;
     _bones = new SerializableBone[4];
     for (int i = 0; i < 4; ++i)
     {
         _bones[i] = new Leap.SerializableBone(f.Bone((Bone.BoneType)i));
     }
     _frameId              = 0; //Private
     Id                    = f.Id;
     HandId                = f.HandId;
     TipPosition           = new SerializableVector(f.TipPosition);
     TipVelocity           = new SerializableVector(f.TipVelocity);
     Direction             = new SerializableVector(f.Direction);
     Width                 = f.Width;
     Length                = f.Length;
     IsExtended            = f.IsExtended;
     StabilizedTipPosition = new SerializableVector(f.StabilizedTipPosition);
     TimeVisible           = f.TimeVisible;
 }
示例#8
0
    protected PinchState GetNewPinchState()
    {
        HandModel hand_model = GetComponent <HandModel>();

        Leap.Hand leap_hand = hand_model.GetLeapHand();

        Leap.Vector leap_thumb_tip   = leap_hand.Fingers[0].TipPosition;
        float       closest_distance = Mathf.Infinity;

        // Check thumb tip distance to joints on all other fingers.
        // If it's close enough, you're pinching.
        for (int i = 1; i < HandModel.NUM_FINGERS; ++i)
        {
            Leap.Finger finger = leap_hand.Fingers[i];

            for (int j = 0; j < FingerModel.NUM_BONES; ++j)
            {
                Leap.Vector leap_joint_position = finger.Bone((Leap.Bone.BoneType)j).NextJoint;

                float thumb_tip_distance = leap_joint_position.DistanceTo(leap_thumb_tip);
                closest_distance = Mathf.Min(closest_distance, thumb_tip_distance);
            }
        }

        // Scale trigger distance by thumb proximal bone length.
        float proximal_length  = leap_hand.Fingers[0].Bone(Leap.Bone.BoneType.TYPE_PROXIMAL).Length;
        float trigger_distance = proximal_length * grabTriggerDistance;
        float release_distance = proximal_length * releaseTriggerDistance;

        if (closest_distance <= trigger_distance)
        {
            return(PinchState.kPinched);
        }
        if (closest_distance <= release_distance && pinch_state_ != PinchState.kReleased &&
            !ObjectReleaseBreak(current_pinch_position_))
        {
            return(PinchState.kReleasing);
        }
        return(PinchState.kReleased);
    }
示例#9
0
 //Functions to recieve bone position of a finger
 public Vector3 getMetacarpalPosition(Leap.Finger finger)
 {
     return(finger.Bone(Leap.Bone.BoneType.TYPE_METACARPAL).Center.ToVector3());
 }
示例#10
0
 public Vector3 getProximalPosition(Leap.Finger finger)
 {
     return(finger.Bone(Leap.Bone.BoneType.TYPE_PROXIMAL).Center.ToVector3());
 }
        /*--------------------------------------------------------------------------------------------*/
        private void UpdateCursorsWithFinger(Hand pLeapHand, Finger pLeapFinger)
        {
            CursorType cursorType = GetFingerCursorType(pLeapHand.IsLeft, pLeapFinger.Type);

            if ( !CursorDataProvider.HasCursorData(cursorType) ) {
                return;
            }

            Vector tipPos = (UseStabilizedPositions ?
                pLeapFinger.StabilizedTipPosition: pLeapFinger.TipPosition);
            Bone distalBone = pLeapFinger.Bone(Bone.BoneType.TYPE_DISTAL);
            Vector3 tipWorldPos = tipPos.ToVector3();
            Vector3 boneWorldPos = distalBone.Center.ToVector3();
            Vector3 extendedWorldPos = tipWorldPos;

            if ( ExtendFingertipDistance != 0 ) {
                extendedWorldPos += (tipWorldPos-boneWorldPos).normalized*ExtendFingertipDistance;
            }

            IHoverCursorDataForInput data = CursorDataProvider.GetCursorDataForInput(cursorType);
            data.SetWorldPosition(extendedWorldPos);
            data.SetWorldRotation(distalBone.Basis.CalculateRotation()*RotationFix);
            data.SetSize(pLeapFinger.Width);
            data.SetUsedByInput(true);
        }
        /*--------------------------------------------------------------------------------------------*/
        private void UpdateCursorsWithFinger(Hand pLeapHand, Finger pLeapFinger)
        {
            CursorType cursorType = GetFingerCursorType(pLeapHand.IsLeft, pLeapFinger.Type);

            if ( !CursorDataProvider.HasCursorData(cursorType) ) {
                return;
            }

            Transform leapTx = LeapControl.transform;
            Vector tipPos = (UseStabilizedPositions ?
                pLeapFinger.StabilizedTipPosition: pLeapFinger.TipPosition);
            Bone distalBone = pLeapFinger.Bone(Bone.BoneType.TYPE_DISTAL);
            Vector3 tipWorldPos = leapTx.TransformPoint(tipPos.ToUnityScaled());
            Vector3 boneWorldPos = leapTx.TransformPoint(distalBone.Center.ToUnityScaled());
            Vector3 extendedWorldPos = tipWorldPos;

            if ( ExtendFingertipDistance != 0 ) {
                extendedWorldPos += (tipWorldPos-boneWorldPos).normalized*ExtendFingertipDistance;
            }

            IHoverCursorDataForInput data = CursorDataProvider.GetCursorDataForInput(cursorType);
            data.SetWorldPosition(extendedWorldPos);
            data.SetWorldRotation(leapTx.rotation*distalBone.Basis.Rotation()*RotationFix);
            data.SetSize(pLeapFinger.Width*UnityVectorExtension.INPUT_SCALE);
            data.SetUsedByInput(true);
        }
示例#13
0
    private char DoASLTest_HKRUV(Leap.Hand hand)
    {
        float equalDistanceThreshold = 7;
        float fingerPointThreshold   = 12;
        float fingersApartThreshold  = 25;
        float angleThreshold         = 45;

        Leap.FingerList fingers = hand.Fingers;
        Leap.Finger     index   = fingers[(int)Leap.Finger.FingerType.TYPE_INDEX];
        Leap.Finger     middle  = fingers[(int)Leap.Finger.FingerType.TYPE_MIDDLE];
        Leap.Finger     ring    = fingers[(int)Leap.Finger.FingerType.TYPE_RING];
        Leap.Finger     thumb   = fingers[(int)Leap.Finger.FingerType.TYPE_THUMB];

        Vector3 indexPos      = ToVector3(index.Bone(Leap.Bone.BoneType.TYPE_PROXIMAL).Center);
        Vector3 middlePos     = ToVector3(middle.Bone(Leap.Bone.BoneType.TYPE_PROXIMAL).Center);
        Vector3 thumbPos      = ToVector3(thumb.StabilizedTipPosition);
        float   thumbToIndex  = Vector3.Distance(indexPos, thumbPos);
        float   thumbToMiddle = Vector3.Distance(middlePos, thumbPos);

        Vector3 indexDir  = ToVector3(index.Direction);
        Vector3 middleDir = ToVector3(middle.Direction);
        Vector3 thumbDir  = ToVector3(thumb.Direction);

        Vector3 palmDirection  = ToVector3(hand.Direction);
        Vector3 palmNormal     = ToVector3(hand.PalmNormal);
        Vector3 sidePalmFacing = Vector3.Cross(palmNormal, palmDirection);
        float   angleTestH     = Vector3.Angle((hand.IsLeft) ? Vector3.up : Vector3.down, sidePalmFacing);
        float   indexAngle     = Vector3.Angle(middleDir, indexDir);
        float   thumbAngle     = Vector3.Angle(Vector3.up, thumbDir);

        Debug.Log(thumbAngle + " " + indexAngle + " (" + thumbToIndex + ", " + thumbToMiddle + ")");

        // HRU test - Index and Middle are touching
        if (AreTwoFingersInContact(MyFingerType.TYPE_INDEX, MyFingerType.TYPE_MIDDLE, hand, fingersApartThreshold))
        {
            // H Test - Hand is tilted
            if (angleTestH < angleThreshold)
            {
                return('H');
            }

            // R Test - Index crosses Middle
            else if (indexAngle > fingerPointThreshold)
            {
                return('R');
            }

            // Otherwise, it must be U
            else
            {
                return('U');
            }
        }

        // K Test - Index apart from Middle, and Thumb equidistant to Index and Middle
        //else if (thumbAngle < angleThreshold * 0.5f)
        else if (Mathf.Abs(thumbToIndex - thumbToMiddle) < equalDistanceThreshold)
        {
            return('K');
        }

        // V Test - Index apart from Middle, Thumb not pointing up
        //          *Note, Thumb is not UP according to First-Pass
        return('V');
    }
示例#14
0
    private char DoASLTest_AEMNST(Leap.Hand hand)
    {
        // TODO: Add The Proper Letter Detection Here
        // Would be doing this if Leap Motion proved accurate enough...

        //float fingerThreshold = 30;
        //float angleAlignmentThreshold = 15;
        //float pinkyThreshold = 15;
        //float closestFingerThreshold = 10;


        Leap.FingerList fingers = hand.Fingers;
        //Leap.Finger pinky = fingers[(int)Leap.Finger.FingerType.TYPE_PINKY];
        //Leap.Finger ring = fingers[(int)Leap.Finger.FingerType.TYPE_RING];
        //Leap.Finger middle = fingers[(int)Leap.Finger.FingerType.TYPE_MIDDLE];
        Leap.Finger index = fingers[(int)Leap.Finger.FingerType.TYPE_INDEX];
        Leap.Finger thumb = fingers[(int)Leap.Finger.FingerType.TYPE_THUMB];

        {         // Test For 'A'
            float   distance;
            Vector3 point1  = ToVector3(index.TipPosition);
            Vector3 point2  = ToVector3(index.Bone(Leap.Bone.BoneType.TYPE_INTERMEDIATE).PrevJoint);
            Vector3 point3  = ToVector3(index.Bone(Leap.Bone.BoneType.TYPE_METACARPAL).PrevJoint);
            Vector3 vector1 = point1 - point2;
            Vector3 vector2 = point3 - point2;
            Vector3 N       = Vector3.Cross(vector1, vector2);
            Vector3 w       = ToVector3(thumb.TipPosition) - point2;

            Vector3 projection = Vector3.Project(w, N);

            distance  = projection.magnitude;
            distance *= (projection.normalized == N.normalized) ? 1.0f : -1.0f;
            distance *= (hand.IsRight) ? 1.0f : -1.0f;

            if (distance > 0)
            {
                return('A');
            }
        }

        // Test for 'O'
        float theO_Threshold = 40;

        Leap.Finger middle    = fingers[(int)Leap.Finger.FingerType.TYPE_MIDDLE];
        Vector3     middlePos = ToVector3(middle.TipPosition);
        Vector3     thumbPos  = ToVector3(thumb.TipPosition);
        float       dist      = Vector3.Distance(middlePos, thumbPos);

        if (dist < theO_Threshold)
        {
            return('O');
        }
        else
        {
            // Otherwise, not worth getting the rest. . .
            return(INVALID_ASL_LETTER);
        }

        /*
         * Vector3 pinkyPos = ToVector3(pinky.Bone(Leap.Bone.BoneType.TYPE_INTERMEDIATE).NextJoint);
         * Vector3 ringPos = ToVector3(ring.Bone(Leap.Bone.BoneType.TYPE_INTERMEDIATE).NextJoint);
         * Vector3 middlePos = ToVector3(middle.Bone(Leap.Bone.BoneType.TYPE_INTERMEDIATE).NextJoint);
         * Vector3 indexPos = ToVector3(index.Bone(Leap.Bone.BoneType.TYPE_INTERMEDIATE).NextJoint);
         * Vector3 thumbPos = ToVector3(thumb.TipPosition);
         * Vector3 palmPos = ToVector3(hand.PalmPosition);
         *
         * Vector3 middleToThumb = thumbPos - middlePos;
         * Vector3 indexToThumb = thumbPos - indexPos;
         * Vector3 indexToMiddle = middlePos - indexPos;
         *
         * float middleToThumbDist = middleToThumb.sqrMagnitude;
         *
         * if (AreTwoFingersInContact(MyFingerType.TYPE_PINKY, MyFingerType.TYPE_THUMB, hand, pinkyThreshold))
         * {
         *      return 'E';
         * }
         *
         * // Check Based on distance from Bone
         * float pinkyToThumbDist = Vector3.Distance(pinkyPos, thumbPos);
         * float ringToThumbDist = Vector3.Distance(ringPos, thumbPos);
         * middleToThumbDist = Mathf.Sqrt(middleToThumbDist);
         * float indexToThumbDist = indexToThumb.magnitude;
         *
         * // Test for what the thumb is closest to
         * MyFingerType fingerClosest = MyFingerType.TYPE_PINKY;
         * float currentClosest = pinkyToThumbDist;
         * if (ringToThumbDist < currentClosest)
         * {
         *      fingerClosest = MyFingerType.TYPE_RING;
         *      currentClosest = ringToThumbDist;
         * }
         * if (middleToThumbDist < currentClosest)
         * {
         *      fingerClosest = MyFingerType.TYPE_MIDDLE;
         *      currentClosest = middleToThumbDist;
         * }
         * if (indexToThumbDist < currentClosest)
         * {
         *      fingerClosest = MyFingerType.TYPE_INDEX;
         *      currentClosest = indexToThumbDist;
         * }
         *
         * // Near Pinky = E
         * // Near Ring = M
         * // Near Middle = N, S
         * // Near Index = T, A
         * if (currentClosest < closestFingerThreshold)
         * {
         *      switch (fingerClosest)
         *      {
         *              case MyFingerType.TYPE_PINKY:	return 'E';
         *              case MyFingerType.TYPE_RING:
         *              case MyFingerType.TYPE_MIDDLE:
         *              case MyFingerType.TYPE_INDEX:	return 'O';
         *      }
         * }
         * return INVALID_ASL_LETTER;*/
    }
示例#15
0
    public float[] getFingerAbsoluteData()
    {
        float[] ret         = null;
        bool    hasLeftHand = false;

        foreach (Hand hand in handController.Frame().Hands)
        {
            if (hand.IsLeft)
            {
                hasLeftHand = true;
                Bone bone0 = hand.Fingers[0].Bone(Bone.BoneType.TYPE_DISTAL);                      //大拇指
                Bone bone1 = hand.Fingers[hand.Fingers.Count - 1].Bone(Bone.BoneType.TYPE_DISTAL); //小拇指

                //Debug.LogError(bone0.PrevJoint.x.ToString() + "," +  bone1.PrevJoint.x.ToString() + ". a-b = " +(bone0.PrevJoint.x - bone1.PrevJoint.x).ToString());

                if (bone0.PrevJoint.x - bone1.PrevJoint.x > 0)                 //手心向下
                {
                    setenceWatch.Stop();
                    setenceWatch.Reset();
                    if (wordWatch.IsRunning)
                    {
                        if (wordWatch.ElapsedMilliseconds >= eraseWordTime)
                        {
                            //Debug.LogError("erase a word" + wordWatch.ElapsedMilliseconds.ToString());
                            int count = predicts.Count;
                            if (count > 0)
                            {
                                predicts.RemoveAt(count - 1);
                            }
                            wordWatch.Stop();
                            wordWatch.Reset();
                        }
                    }
                    else
                    {
                        wordWatch.Start();
                    }
                }
                else                   //手心向上
                {
                    wordWatch.Stop();
                    wordWatch.Reset();
                    if (setenceWatch.IsRunning)
                    {
                        if (setenceWatch.ElapsedMilliseconds >= eraseSetenceTime)
                        {
                            //Debug.LogError("erase a setence" + setenceWatch.ElapsedMilliseconds.ToString());
                            predicts.Clear();
                            setenceWatch.Stop();
                            setenceWatch.Reset();
                        }
                    }
                    else
                    {
                        setenceWatch.Start();
                    }
                }
                break;
            }
            else if (hand.IsRight)
            {
                if (ret == null)
                {
                    ret = new float[DIMENSION];
                }
                ret[0] = hand.PalmPosition.x;
                ret[1] = hand.PalmPosition.y;
                ret[2] = hand.PalmPosition.z;
                for (int i = 0; i < hand.Fingers.Count; i++)
                {
                    Leap.Finger finger = hand.Fingers[i];
                    Bone        bone1  = finger.Bone(Bone.BoneType.TYPE_DISTAL);            //末梢
                    Bone        bone2  = finger.Bone(Bone.BoneType.TYPE_INTERMEDIATE);      //中间的
                    Bone        bone3  = finger.Bone(Bone.BoneType.TYPE_PROXIMAL);
                    Bone        bone4  = finger.Bone(Bone.BoneType.TYPE_METACARPAL);
                    ret[i * 12 + 3]  = bone1.PrevJoint.x;
                    ret[i * 12 + 4]  = bone1.PrevJoint.y;
                    ret[i * 12 + 5]  = bone1.PrevJoint.z;
                    ret[i * 12 + 6]  = bone2.PrevJoint.x;
                    ret[i * 12 + 7]  = bone2.PrevJoint.y;
                    ret[i * 12 + 8]  = bone2.PrevJoint.z;
                    ret[i * 12 + 9]  = bone3.PrevJoint.x;
                    ret[i * 12 + 10] = bone3.PrevJoint.y;
                    ret[i * 12 + 11] = bone3.PrevJoint.z;
                    ret[i * 12 + 12] = bone4.PrevJoint.x;
                    ret[i * 12 + 13] = bone4.PrevJoint.y;
                    ret[i * 12 + 14] = bone4.PrevJoint.z;
                }
            }
        }
        if (!hasLeftHand)
        {
            wordWatch.Stop();
            wordWatch.Reset();

            setenceWatch.Stop();
            setenceWatch.Reset();
        }
        return(ret);
    }
        /*--------------------------------------------------------------------------------------------*/
        private void UpdateCursorsWithFinger(Hand pLeapHand, Finger pLeapFinger)
        {
            CursorType cursorType = GetFingerCursorType(pLeapHand.IsLeft, pLeapFinger.Type);

            if ( !CursorDataProvider.HasCursorData(cursorType) ) {
                return;
            }

            Vector tipPos = (UseStabilizedPositions ?
                pLeapFinger.StabilizedTipPosition: pLeapFinger.TipPosition);
            Bone distalBone = pLeapFinger.Bone(Bone.BoneType.TYPE_DISTAL);

            IHoverCursorDataForInput data = CursorDataProvider.GetCursorDataForInput(cursorType);
            data.SetWorldPosition(tipPos.ToVector3());
            data.SetWorldRotation(distalBone.Basis.CalculateRotation()*RotationFix);
            data.SetSize(pLeapFinger.Width);
            data.SetUsedByInput(true);
        }
示例#17
0
 public Vector3 getIntermediatePosition(Leap.Finger finger)
 {
     return(finger.Bone(Leap.Bone.BoneType.TYPE_INTERMEDIATE).Center.ToVector3());
 }
示例#18
0
 public Vector3 getDistalPosition(Leap.Finger finger)
 {
     return(finger.Bone(Leap.Bone.BoneType.TYPE_DISTAL).Center.ToVector3());
 }
 private static SerializableFinger ToSerializableFinger(Finger leapFinger)
 {
     return new SerializableFinger
     {
         handId = leapFinger.HandId,
         fingerId = leapFinger.Id,
         timeVisible = leapFinger.TimeVisible,
         tipPosition = ToSerializableVector(leapFinger.TipPosition),
         tipVelocity = ToSerializableVector(leapFinger.TipVelocity),
         direction = ToSerializableVector(leapFinger.Direction),
         stabilizedTipPosition = ToSerializableVector(leapFinger.StabilizedTipPosition),
         width = leapFinger.Width,
         length = leapFinger.Length,
         isExtended = leapFinger.IsExtended,
         type = leapFinger.Type,
         metacarpal = ToSerializableBone(leapFinger.Bone(Bone.BoneType.TYPE_METACARPAL)),
         proximal = ToSerializableBone(leapFinger.Bone(Bone.BoneType.TYPE_PROXIMAL)),
         intermediate = ToSerializableBone(leapFinger.Bone(Bone.BoneType.TYPE_INTERMEDIATE)),
         distal = ToSerializableBone(leapFinger.Bone(Bone.BoneType.TYPE_DISTAL)),
     };
 }